About this mod
A (functional) WIP, intending to make everything that should work with throwing actually work; poisons, oils, weapon enchants, weapon damage bonuses etc.
- Requirements
- Permissions and credits
- Changelogs
Throwing is implemented in ways that baffle the brain, if it had the ability to use weapon functors like your other attacks there wouldn't be a problem, but as it stands most things need to be manually coded into the SpellProperties or SpellSuccess fields of the throwing spells themselves; this is where I bring up the character limit of 4096 for each of these fields. This mod overwrites these fields, but heavily condenses the code into khonsu functions so that more can be added without exceeding the character limits.
My implementation isn't as crispy as it could be, but everything is functional enough for a 1.0 release. As far as including support for basically everything goes, some Osiris or Script Extender will need to be leveraged most likely; either that or I'll be doing a LOT of weapon entry edits to provide passives that make bonus damage functional, which wouldn't bother me so much because I'll be working on a full gear overhaul soon.
How does this compare to other throwing mods?
- Returning Weapon QOL should be fully compatible with this mod, I highly recommend it!
- Thrown Weapon Effects The same intention, just not as robust, outdated, less compatible etc.
- Throw and Unequip Warlock Pact and Shillelagh Weapons I have a WIP weapon enchant overhaul mod that will do much more than this. PACT_BLADE doesn't seem to be effected from removing the InventoryBound() property, there's quite a bit of behind the scenes shenanigans with it. So I've been replicating and testing the functionality for pact bound weapons purely through custom stat entries, looking for a consistent approach that doesn't allow silly stuff, like wielding multiple pact weapons etc.
- Finesse Throwing Fix It's not combat log accurate and allegedly it applies to all weapons when it shouldn't. I have an unfinished passive in this mod to allow everyone to use finesse throwing same as Monks, it's combat log accurate and covers weapons that make sense and that people would reasonably want to be throwing with Dex.
- Load after (below) anything editing the SpellProperties or SpellSuccess fields of Throw_Throw (Throw) or Throw_FrenziedThrow (Enraged Throw). The most important part of this mod is that these fields are not overwritten. Most of everything else can overwrite or be overwritten without defeating the entire purpose of using the mod.
- Custom throws from classes aren't yet included, if they inherit without changing the SpellProperties or SpellSuccess fields of Throw_Throw all of the changes here will work. I'm happy to patch them, or for authors to take my edited entries to make it all work on their end.
- Nyrulna's explosion can be toggled on/off, swapping the 3d4 Thunder to single target damage.
- Nyrulna gets to keep the basic trident disarm weapon action.
- All variants of Elemental Weapon and Drakethroat Glaive's Draconic Elemental Weapon
- Weapons Dipped in Fire (including torches with Burning) and Poison, including Broodmother's Revenge
- Arsonist's Oil
- Basic Poison
- Crawler Mucus
- Diluted Oil of Sharpness
- Drow Poison
- Karabasan's Poison
- Malice
- Oil of Bane
- Oil of Combustion
- Oil of Diminution
- Oil of Freezing
- Purple Worm Toxin
- Serpent Fang Toxin
- Simple Toxin
- Thisobald's Brewed-Up Bellyglummer
- Wizardsbane Oil
- Wyvern Toxin
- TLDR; it's all of them
- Savage Attacks - Half-Orc racial: Supports unarmed and thrown attacks
- Brutal Critical - Barbarian feature
- Reckless Attack - Barbarian feature
- Divine Smite: Reaction only
- Vision of the Absolute's Absolute Night passive
- Sussur Dagger, Sussur Greatsword and Sussur Sickle's Silencing effect (Additionally, because I overwrote the root template for this weapons I fixed the loca description not stating that Silenced is only applied on an unsuccessful constitution saving throw)
- Trident of the Waves's The Water Caller passive
- Wrath condition
- Band of the Mystic Scoundrel - Illusion Quickening passive
- Killer's Sweetheart - Executioner: Supports ALL attacks
- Helmet of Arcane Acuity - Battle Acuity passive
Weapons using "MAG_FROST_FROST_WEAPON" for 1d4 Cold damage:Weapons using "MAG_FROST_FROST_SMALL_WEAPON " for 1d4 Cold damage:Weapons using "MAG_FIRE_ALWAYS_DIPPED_FIRE " for 1d4 Fire damage:Weapons using "MAG_THUNDER_THUNDER_WEAPON " for 1d4 Thunder damage:Weapons using "MAG_THUNDER_GREATER_THUNDER_WEAPON " for 1d6 Thunder damage:
- Nyrulna Note: One could consider this bonus to be overpowered given the relevance of the weapon in the vanilla game's meta as is, but this mod's primary goal is to bring everything towards the same end. If it's a buff that doesn't explicitly state that it shouldn't work with throwing, either in code or descriptions, the goal of this mod is to include it, rebalancing is beyond the initial scope of this release.
- Torch of True Revocation
- Shining Staver-of-Skulls
- The Sacred Star
- Pelorsun Blade
- Hammer of the Just
Weapons using "MAG_NECROTIC_NECROTIC_WEAPON" for 1d4 Necrotic damage:
- Ritual Dagger of Shar
- Bloodthirst
- Duellist's Prerogative
- Crimson Mischief
- Sword of Chaos
- Shadow Battleaxe
- Staff of Cherished Necromancy
- Render of Scrumptious Flesh
- Blackguard's Sword
- Torch of Revocation
- JuuM and actualsailorcat for each pointing out some things I was doing wrong in development.

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